Fishing Board Game

ABSTRACT

An improved fishing board game comprising a gameboard, fish cards, color cards, bait boards, playing cards, game pieces and a pair of dice. The gameboard comprises a plurality of color card slots for holding color cards and at least one fishing hole associated with each color card slot, said fishing hole being shaped and sized to securely hold a game piece. A fish card identifies a player&#39;s target fish which, if caught, increases the points associated with the catch. The color cards assign a point value to a catch which varies depending upon whether the player has selected an appropriate bait on the player&#39;s bait board. The playing cards are used to catch a fish, impair an opponent or assist a player. The dice are used to generate random numbers required by the game rules.

BACKGROUND

This invention is an improvement of my fishing board game described inU.S. Pat. No. 6,786,486 issued on Sep. 7, 2004.

Many types of board games exist. They are generally entertaining andoccasionally serve to teach the players. A number of fishing board gamesexist. These games are typically entertaining. However, they do littleto teach a novice fishermen the skills necessary to become an expertveteran fisherman.

The prior art discloses numerous fishing board games. These include U.S.Pat. Nos. 3,921,981, 5,176,385, 5,186,466, Des. 292,105, 5,513,848 and6,257,576.

There is a need for an improved fishing board game which is entertainingand educational for the players. The game should teach the players howto identify various types of fish; the types of food which the varioustypes of fish feed upon; how the various types of fish are rated bydesirability by veteran fishermen; and where environmentally the varioustypes of fish may be found.

SUMMARY

The present invention is directed to a fishing board game whichsatisfies these needs.

The fishing board game is comprised of a gameboard, a plurality of fishcards, a plurality of colored color cards, a plurality of bait boardsand a plurality of playing cards.

The gameboard has a starting area. This is where the players place gamepieces assigned to each of them prior to the start of the game. Thestarting area should be labeled “dock.” The game board also has aplurality of color card slots. The color card slots hold color cards. Atleast one fishing hole is associated with each color card slot. Eachfishing hole should be shaped and sized to securely hold a game piece.This can be accomplished by providing each game piece with a peg whichsecurely fits within a fishing hole. During the playing of the game,fish are located within the fishing holes.

Preferably, the gameboard is also comprised of a fish card slot, aplaying card draw slot, a playing card discard slot and a dice bubble.The color card slot holds color cards. The fish card slot holds fishcards. The playing card draw slot holds unplayed playing cards. Theplaying card discard slot holds discarded playing cards. The dice bubbleencloses a pair of dice. The dice bubble is a traditional dice bubblewhich causes the enclosed dice to be randomly rolled when the bubble ispushed upon. The dice are used for generating random numbers required bythe rules of the game.

The fish cards have a uniform appearance on one side. The other side ofeach fish card designates a unique fish. That fish identifies a targetfish for a player. When a player catches a target fish, the pointsassigned to that catch are enhanced.

Each fish card should contain a picture of the fish designated by thatfish card. This will facilitate educating a player as to the physicalappearance of the fish designated on that fish card. Each fish cardshould also contain a habit description of the fish designated by thatfish card. A typical habit description would include the type of baitpreferred by the designated fish as well as the type of aquaticenvironment usually inhabited by that fish. The habit descriptions onthe fish cards facilitate educating a player as to the habits of thefish designated on that fish card.

The color cards are made up of cards of various colors. The preferredcolors for the color cards are white, brown, green, yellow, red, blueand black. The primary purpose of the color cards is to set a pointvalue when a fish is caught. Each color card, with the exception of theblack color cards, has a plurality of bait designator, fish and pointcombinations listed thereon. Each color card also has a fish and pointcombination which is not associated with a bait designator. When a fishis caught, the game rules require a determination of whether the baitdesignator on a selected color card matches a selected bait designatoron a player's bait board. When such a match occurs the player is awardedthe points associated with the color card bait designator which matchesthe selected bait board bait designator. If there is no such match aftera fish catch, the player is assigned the points associated with the fishand point combination on the color card which are not associated with abait designator.

During the playing of the game each player is assigned a bait board.Each bait board has a plurality of labeled grouped baits. One labelapplies to each group of baits. Each bait within a group of baits isassociated with a bait designator. The bait designator on the bait boardassociates a selected bait on the bait board with fish and pointcombinations listed on the color cards. Each bait within the groupedbaits on the bait board is also associated with a bait selector. Thebait selector is used by a player to select a bait on the player's baitboard. Preferably, the bait selector is comprised of a peg and a holewherein the hole is associated with a specific bait on the bait board. Abait on a bait board is selected by placing the peg in a hole associatedwith the desired bait.

The playing cards are comprised of number cards. Preferably, the playingcards are also comprised of name cards and snag cards. The number cardseach contain at least one number. The number cards may also contain areference to a range of contiguous numbers. Preferably, the numbers onthe number cards are between 1 and 6. The rules of the game require thata series of number cards containing the entire range of contiguousnumbers be played in numerical order, in order, for a player to catch afish.

The name cards are comprised of game warden cards, fishing licensecards, bonus bait cards and bogus bait cards. The game warden cards areused to impair an opponent's ability to accumulate points. The fishinglicense cards are used for neutralizing the game warden cards. The bonusbait cards are used to permit a player to select an additional bait onthe bait board assigned to that player. The bogus bait cards are used toinhibit an opponent's ability to select baits from within a bait groupon the opponent's assigned bait board. The snag cards are used to impairan opponent's ability to catch fish.

In the preferred embodiment of this invention the fish associated witheach bait designator, fish and point combination on the color cards ofeach color is selected from a group of fish having similar desirability(as determined by the typical fisherman) and preferred foods.

The game pieces are used to designate each player's position on thegameboard.

DRAWINGS

These and other features, aspects, and advantages of the presentinvention will become better understood with regard to the followingdescription, appended claims, and accompanying drawings where:

FIG. 1 is a perspective view of the fishing gameboard showing thestarting area, the color card slots and associated fishing holes, thefish card slot, the playing card draw slot, the playing card discardslot, the dice bubble and a pair of dice.

FIG. 2 a is a perspective view showing one side of a fish card.

FIG. 2 b is a perspective view showing the other side of a series offish cards.

FIG. 3 is a top view of a bait board.

FIG. 4 is a top view of a series of color cards.

FIG. 5 a-FIG. 5 t are top views of playing cards.

FIG. 6 is a top view of the other side of a playing card.

DETAILED DESCRIPTION

The preferred embodiment of the fishing board game is comprised of agame board 30, fish cards 64, colored color cards 72, bait boards 50,playing cards 88, game pieces 142 and a pair of dice 47.

The game board 30 has a starting area 32 centered along its left edge.This provides an area for the placement of game pieces 142 for eachplayer prior to the beginning of a game. The starting area is labeled“dock” 33. One dock 33 is positioned at the left center of the gameboard 30. Another dock 33 is positioned at the right center of the gameboard 30. Each dock 33 should contain six holes. Each hole is sized inshaped to securely receive a pegged projection of a game piece 142. Thegame board 30 also has a plurality of color card slots 38. There shouldbe six rectangularly shaped color card slots 38. The slots 38 are sizedand dimensioned to receive and hold colored color cards 72. Three colorcard slots 38 are aligned along the bottom of the game board 30, asshown in FIG. 1. The other three color card slots 38 are aligned alongthe top of the game board 30, as shown in FIG. 1. Three fishing holes 36are associated with each color card slot 38. This is accomplished byplacing the fishing holes 36 within a color card slot 38, or in closeproximity thereto. FIG. 1 shows fishing holes 36 positioned within theconfines of each color card slot 38. The fishing holes 36 are where aplayer fishes during the playing of the game. Each fishing hole 36 isshaped and sized to securely hold a game piece 142. The fishing holes 36are in the shape of a cylindrical hole adapted to securely receive andhold the pegged end of a game piece 142. During the playing of the gamethe game pieces 142 are moved from a dock 33 to a fishing hole 36, andback again. Fish are located at the fishing holes 36.

A fish card slot 40 is positioned between the center of the game board30 and at the dock 33 on the right side of the game board 30, as shownin FIG. 1. The fish card slot 40 is sized to receive and hold a set offish cards 64.

A dice bubble 46, a playing card draw slot 42 and a playing card discardslot 44 are positioned between the left side dock 33 in the fish cardslot 40, as shown in FIG. 1. The left to right order is playing carddraw slot 42, playing card discard slot 44 and dice bubble 46. The dicebubble 46 contains, and enables the random rolling of, the pair of dice47. Because the dice 47 are contained within the bubble 46, the dice 47will not cause unintended movement of game pieces 142, fish cards 64,color cards 72, or playing cards 88. The playing card draw slot 42 andthe playing card discard slot 44 are sized to receive and hold a set ofplaying cards 88. The playing card draw slot 42 holds unplayed playingcards 88. The playing card discard slot 44 holds played playing cards88.

The gameboard 30 may have an aquatic background. The background mayinclude deep lakes, strong running rivers, swamps and marshes. This willpermit the game to be used as a teaching tool for novice fishermen andmake the game more realistic. The novice fisherman can be taught whereto fish for certain types of fish.

The game board 30 should be approximately 12 inches high by 18 incheswide.

FIG. 2 a and FIG. 2 b show a series 70 of fish cards 64. One side 68 ofthe fish cards 64 shows the word FISH. The other side of each fish card64 shows a unique fish 66. That fish 66 identifies a target fish for aplayer. When a player catches a target fish, the points assigned to thatcatch are enhanced. Preferably, there are 18 fish cards 64. The fishcome from four groups. The groups are panfish, rough fish, standard fishand premium fish. The panfish fish cards 64 are labeled bluegill, rockbass, crappie and yellow perch. The rough fish fish cards 64 are labeledbullhead, sucker, carp and catfish. The standard fish fish cards 64 arelabeled largemouth bass, smallmouth bass, pike, walleye and muskellunge.The premium fish fish cards 64 are labeled brooktrout, rainbow trout,brown trout, steelhead and salmon.

Each fish card 64 should contain a picture 63 of the fish 66 designatedby that fish card 64. This will facilitate educating a player as to thephysical appearance of the fish 66 designated on that fish card 64. Eachfish card should also contain a habit description of the fish designatedby that fish card. A typical habit description would include the type ofbait preferred 65 by the designated fish 66 as well as the type ofaquatic environment 67 usually inhabited by that fish 66. The habitdescriptions on the fish cards 64 facilitate educating a player as tothe habits of the fish 66 designated on that fish card 64.

FIG. 4 shows a series of colored color cards 72. The color cards 72 aremade up of cards of various colors. Each color cards 72 has one basecolor 74. The preferred colors for the color cards 72 are white, brown,green, yellow, red, blue and black The primary purpose of the colorcards 72 is to set a point value when a fish is caught. Each coloredcolor card 72 contains a plurality of bait designator 76, fish 78 andpoint 80 combinations 82. Each bait designator 76 on the color cards 72is a capital letter. It refers to a bait designator 56 located upon thebait board 50. The bait designator 76 allows a fish bait to beidentified by a letter. Each fish 78 on a color card 72 is a potentialfish to be caught during the playing of the game. The point value 80across from that fish is the point value assigned if the fish is caught.Each horizontal combination 82 of a bait designator 76, a fish 78 and apoint value 80 identifies a potential fish to be caught by a specificbait and the point value 80 to be assigned to that catch. Each colorcard 72 also contains one fish and point combination 84 not associatedwith a bait. There will be times when a fish is caught, but with thewrong bait. During the playing of the game a player selects a bait onhis bait board 50. Each fish catch is associated with a single colorcard 72. If the color card 72 associated with that fish catch does notcontain a bait designator 76 coinciding with a bait selected by theplayer on his or her bait board 50, then the fish is caught with thewrong bait. When this contingency occurs the point value assigned to thecatch is the point value 80 assigned to the fish and point combination84 not associated with a bait designator.

Preferably, there are 70 color cards 72-ten for each color. The pointvalues 80 associated with each fish on the color cards 72 should be asfollows: bluegill (1-3), rock bass (1-3), crappie (2-4), yellow perch(2-4), bullhead (2-4), sucker (2-4), carp (3-5), catfish (3-5),largemouth bass (6-8), smallmouth bass (6-8), pike (6-8), walleye (6-8),muskellunge (6-8), brooktrout (7-9), rainbow trout (7-9), brown trout(7-9), steelhead (9-10) and salmon (10). This association of pointvalues 80 with various fish 78 on the color cards 72 is consistent withthe relative desirability of each fish 78 generally accepted by mostfishermen. Alternatively, the game may include a fish chart. The fishchart would identify the type of fish which may be contained within eachcolor of the color cards 72. Additionally, it would show the preferredbaits for each fish. This would help educate the novice fishermenregarding the environment preferred by various types of fish, as well asthe baits preferred by various types of fish.

The black color cards 72 do not contain bait designators 76 point values80 or lists of fish 78. The black color cards 72 indicate that no fishare present. After a color card 72 is removed and a new color card 72colored black rises to the top of the stack of cards 72, all players onthat specific color card slot 38 would have to move to the dock 33. Oncethe game pieces 142 are at the dock 33, the black color card 72 isremoved from the game. A new color card 72 rises to the top of the stackof cards 72.

As can be seen from FIG. 3, the baits 52 are grouped and labeled 54. Forexample, the live bait group consists of worms, grubbs, minnows,crayfish, leeches and food. The other bait groups 54 are artificiallures, flycasting and trolling. Each fish has a tendency to prefer onebait group. Certain groups of fish have similar feeding preferences. Itis invaluable for a fisherman to know the feeding preferences of thefish he or she desires to catch. An expert fisherman is able to rate thelikelihood of catching a certain fish type with a certain bait group aspoor, fair, good or excellent. By grouping fish with similar feedingpreferences and baits together on the same color of color card 72 thenovice fisherman can be taught the feeding preferences of various fish.Further, such grouping will enhance the realism of the game.Additionally, there is a correlation between the average fisherman'srating of the desirability of certain fish and the bait groups preferredby those fish. Accordingly, the bait designator 76, fish 78 and pointvalue 80 combinations 82 should be consistent with the following,although such consistency is not a necessary element of this invention.

The white color cards 72 should contain bluegill, rock bass, crappie,bullhead and largemouth bass. The bait designator 76, fish 78 and pointvalue 80 combinations 82 should be consistent with the following baitgroup evaluations: live bait—excellent, artificial lures—good,trolling—poor and flycasting—fair.

The brown color cards 72 should contain rock bass, bullhead, sucker,carp and pike. The bait designator 76, fish 78 and point value 80combinations 82 should be consistent with the following bait groupevaluations: live bait—excellent, artificial lure—fair, trolling—poorand flycasting—poor.

The green color cards 72 should contain bluegill, sucker, crappie,largemouth bass, pike, muskellunge and carp. The bait designator 76,fish 78 and point value 80 combinations 82 should be consistent with thefollowing bait group evaluations: live bait—good, artificiallures—excellent, trolling—fair and flycasting—fair.

The yellow color cards 72 should contain perch, catfish, smallmouthbass, walleye, muskellunge, rainbow trout and brooktrout. The baitdesignator 76, fish 78 and point value 80 combinations 82 should beconsistent with the following bait group evaluations: live bait—fair,artificial lures—fair, trolling—excellent and flycasting—poor.

The red color cards 72 should contain bluegill, smallmouth bass,brooktrout, rainbow trout and salmon. The bait designator 76, fish 78and point value 80 combinations 82 should be consistent with thefollowing bait group evaluations: live bait—fair, artificial lures—fair,trolling—poor and flycasting—excellent.

The blue color cards 72 should contain perch, catfish, walleye,muskellunge, brooktrout, brown trout and steelhead. The bait designator76, fish 78 and point value 80 combinations 82 should be consistent withthe following bait group evaluations: live bait—fair, artificiallures—fair, trolling—good and flycasting—good.

The progression from white to blue indicated above also correlates withan increase in desirability of the fish contained within those colors.Therefore, the average point values associated with the fish listed onthe color cards should progress from lower point values on the yellowcolor cards 72 to higher point values on the blue color cards 72.

During the playing of the game one bait board 50, as shown in FIG. 3, isassigned to each player. The bait board 50 contains four sets of groupedbaits 52. For example, the second set of grouped baits 52 consists ofspinners, spoons, crank baits and artificial worms. Each set of groupedbaits 52 is associated with a bait group label 54. The bait group label54 for the set of grouped baits 52 consisting of spinners, spoons, crankbaits and artificial worms is “Artificial Lures.” Each bait within thegrouped baits 52 is associated with a bait designator 56. The baitdesignator 56 is a single capital letter identifying the bait. The baitdesignator 56 on the bait board 50 is the same capital letter as thebait designator 76 on a color card 72 when the bait referred to on thebait board 50 is identical to the bait referred to on the color card 72.A bait from within the grouped baits 52 on a bait board 50 is selectedby a player by using a bait selector 58. A bait selector 58 isassociated with each bait on a bait board 50. A hole 62 is associatedwith each bait designator 56 on each bait board 50 by placing the hole62 adjacent to the bait designator 56, as shown in FIG. 3. A specificbait is selected by a player by placing a peg 60 within the desired hole62. Thus, a bait selector 58 for a selected bait is comprised of a hole62 and a peg 60. The bait board 50 may be shaped as a tackle box and maycontain graphical depictions of the baits to enhance the realism of thegame and to teach a novice fishermen how to identify various baits.

The playing cards 88 are comprised of number cards 90, snag cards 140and name cards 130. The reverse side 138 of each playing card 88 has anidentical appearance as shown in FIG. 6. There the reverse side 138 islabeled “HOOK LINE AND SINKER.” The name cards 130 are comprised of gamewarden cards 108, fishing license cards 102, master angler cards 132,fishing guide cards 134, wildlife cards 136, bonus bait cards 110 andbogus bait cards 120. The game may be played without snag cards 140 andname cards 130. However, snag cards 140 and name cards 130 are used inthe preferred embodiment of the game.

The number cards 90 are used to catch fish. The number cards 90 eachcontain at least one number. The number cards 90 may also contain areference to a range of contiguous numbers, as shown in FIGS. 5 a, 5 band 5 d. Preferably, the numbers on the number cards 90 are between 1and 6. The rules of the game require that a series of number cards 90containing the entire range of contiguous numbers be played in numericalorder for a player to catch a fish. Thus, a player must play a series ofnumber cards 90 containing each integer between 1 and 6 to catch a fish.Additionally, the number cards 90 must be played in order. For example,a number card 90 containing the numeral 4 can only be played afternumber card or cards 90 containing the numerals 1, 2 and 3 have beenplayed.

Preferably, there are 102 number cards 90 broken down as follows: # ofcards numerals referenced on card 1 0 12 1 12 2 12 3 12 4 12 5 12 6 41-2 4 2-3 4 3-4 4 4-5 4 5-6 4 6-1 2 1-2-3 2 4-5-6 1 1-2-3-4-5-6

Snag cards 140 are labeled “SNAG.”

The game warden cards 108 are labeled “GAME WARDEN.” There are two typesof fishing license cards 102. The first is a standard fishing licensecard 104 labeled “STANDARD LICENSE.” The second is a premium fishinglicense card 106 labeled “PREMIUM LICENSE.” There are four types ofbonus bait cards 110—“LIVE BAIT” 112, “ARTIFICIAL LURES 114”, “FLY ROD”116 and “TROLLING MOTOR” 118. There are four types of bogus bait cards120—“LOST BAIT” 122, “MISSING LURES” 124, “BROKEN FLY-ROD” 126 and “DEADTROLLING MOTOR” 128. Additionally, there are playing cards 88 labeled“MASTER ANGLER” 132, “FISHING GUIDE” 134 and “WILDLIFE” 136.

Preferably, there are 144 playing cards 88 broken down as follows:number cards 90-102, SNAG 140-6, GAME WARDEN 108-6, STANDARD LICENSE104-6, PREMIUM LICENSE 106-6, MASTER ANGLER 132-2, FISHING GUIDE 134-2,WILDLIFE 136 -2, LIVE BAIT 112-2, ARTIFICIAL LURES 114-2, FLY ROD 116-2,TROLLING MOTOR 118 -2, LOST BAIT 122-1, MISSING LURES 124-1, BROKENFLY-ROD 126-1 and DEAD TROLLING MOTOR 128-1.

A plurality of game pieces 142 are shaped, sized and colored to uniquelyidentify each player, fit on the gameboard 30, designate only onefishing hole 36 at a time and designate a player's position on thegameboard 30. Each game piece 142 should be fitted with a peg which issized and shaped to securely fit within the fishing holes 36 and theholes located at the docks 33. Pairs of game pieces 142 and bait boards50 should be uniquely colored to assist in identifying the game piece142 and the bait board 50 being used by a player.

The object of the game is to catch 100 points worth of fish. The game iscompleted when a player attains 100 points.

Game Set Up

The first step to play the game is to set the game up. The gameboard 30is placed upon a table. The fish cards 64 are shuffled and placed faceddown upon the fish card slot 40. The color cards 72 are mixed andshuffled. They are equally distributed and placed faced down upon thecolor card slots 38. Preferably, the number of color card slots 38 usedis equal to the number of players. Therefore, if there are less than sixplayers, less than six color card slots 38 will be used. A randommixture of colors 74 will be placed upon each color card slot 38 whichis used. The playing cards 88 are mixed and shuffled. They are thenplaced faced down upon the playing card draw slot 42. Each player placesa game piece 142 assigned to that player within the starting area 32 ofthe gameboard 30. As can be seen from FIG. 1, the starting area 32 hasmultiple starting points. Each player can use any starting point as hisor her starting point. Finally, a bait board 50 is assigned to eachplayer.

Pre Start Procedure

Six playing cards 88 are dealt face down to each player. One fish card64 is dealt face up to each player. Each player's fish card 64identifies a target fish. If a target fish is caught the pointsassociated with that catch, as indicated on a color card 72, aredoubled. The fish cards 64 drawn by the players at the outset of thegame determine which player starts. The player with the highest valuedfish card 64 starts. The fish cards 64 are valued from lowest to highestas follows: bluegill, rock bass, crappie, yellow perch, bullhead,sucker, carp, catfish, largemouth bass, smallmouth bass, pike, walleye,muskellunge, brooktrout, rainbow trout, brown trout, steelhead andsalmon. The playing order for the remaining players proceedscounterclockwise from the starting player.

Rules of the Game

A player may pick a bait on his bait board 50 before his turn starts orafter his turn stops. Except as otherwise described herein, a bait maynot be selected during a player's turn. A bait is selected by placing apeg 60 into one of the holes 62 on the player's bait board 50. A peg 60in a hole 62 designates the bait designator 56 and bait positionedhorizontally across from the peg on the bait board 50.

With a bait selected a player executes his turn by playing a card 88 androlling the dice 47. At this point the object is to get from the dock 33to a fishing hole 36. A card 88 is played by turning it face up in frontof the player. In order to move to a fishing hole 36 a player must playa number card 90 and match at least one of the numbers on the card 90 byone of the numbers displayed by one of the dice 47. For example, if aplayer plays a 3-4 number card 90, one of the dice 47 must display a 3or a 4 in order for the player to be allowed to proceed to a fishinghole 36 of his or her choice. In the event that the number displayed byeach of the dice 47 matches (for example two threes are rolled) and thatdie number matches at least one of the numbers on the number card 90played, the player is allowed to move to a fishing hole 36 and beginfishing during the same turn. The dice 47 are rolled by pushing upon thedice bubble 46. No two game pieces 142 can occupy the same fishing hole36 at the same time. However, more than one game piece 142 can occupyseparate fishing holes 36 located within the same color card slot 38. Amaximum of three game pieces 142 can be located in any color card slot38 at one time.

Fish are deemed to be located within the fishing holes 36. On any giventurn a player may move his or her game piece 142, as described above, orfish. A player may not do both during the same turn, except as otherwiseprovided by the rules. Once a player's game piece 142 is on a fishinghole 36, the player may start fishing. Usually this is done on theplayer's turn following the turn within which the player moves from thedock 33 to a fishing hole 36.

When a player elects to fish the player's turn is concluded by catchinga fish or playing a playing card 88 other than a number card 90. Aplayer fishes by drawing a playing card 88 from the playing card drawslot 42. After drawing a playing card 88 the player must discard aplaying card 88. There are several ways to discard. The playing card 88may be discarded face down into the playing card discard slot 44.Certain playing cards 88 may be played upon an opponent by placing theplaying card 88 in front of the opponent. Other playing cards 88 may beplayed by the player upon himself. The playing cards 88 which may beplayed upon an opponent or upon the player himself are described below.

The number cards 90 are played for two reasons. The first reason is tobe able to move the game piece 142 to a fishing hole 36, as previouslydescribed. The second reason is to actually fish and catch fish. If aplayer is at the dock 33 the player's turn will result in the playerremaining at the dock 33 or moving to a fishing hole 36. The oneexception is when doubles are rolled on the dice 47. If doubles arerolled the player moves to a fishing hole 36 and takes an extra turn.Once on a fishing hole 36 a player may use his or her turn to startfishing. Once a player makes it to a fishing spot, all number cards 90that have been played in front of that player are discarded into thediscard pile 88 within the discard slot 44 of the game board 30.

When a player makes it to a fishing hole 36 the number cards 90 are useddifferently. During a player's turn the player picks up a card 88 fromthe playing card slot 42, just like when moving a game piece 142 fromthe dock 33 to a fishing hole 36. The player exposes and plays a card 88in front of the player. When the player plays a name card 130 ordiscards the player's turn is over. When a player plays a number card 90the player gets rewarded with another turn. In order to catch a fish aplayer must first play a number card 90 containing a 1. If that is donethe player continues. This time the player must play a number card 90containing a 2. This process is continued in numerical order until anumber card 90 containing a 6 is played. At that point the player hascaught a fish. Number cards 90 containing multiple numbers (for example3-4) can be used as either or both numbers. One of the number cards 90contains all of the numbers (1-2-3-4-5-6). This card constitutes anautomatic fish catch. If a player cannot finish the run of cards 88, theplayer must play a card 88 somewhere else or discard into the discardslot 44 and the player's turn ends.

If a player played number cards 90 on a fishing hole 36 and then decidesto move to the dock 33, the player loses only the number cards 90. Thisis just like when a player is at the dock 33 and moves to a fishing hole36. The player loses all number cards 90. A player can play the namecards 130 on the dock 33. If a player has at least one number card 90played at the dock 33 the player should be able to take a card 88, playa license card 102, for example, and then roll the dice 47. After a fishis caught a player can remain at the fishing hole 36, play name cards130 and then leave the fishing hole 36.

If a player cannot finish the run of number cards 90, the player becomesa snag target. If the player wants to snag an opponent, the opponentmust have started a run of number cards 90. During the player's turn theplayer picks up a card 88 and then plays the snag card 140 on anopponent's number card 90 pile. If a player gets snagged, the playerlays down his or her cards 88 and awaits the next turn. The snag rulesare defined below.

A player always has the right to start over while fishing. For example,if a player is waiting for a number card 90 containing a 5 and fourturns later is still waiting for that same card, the player may want tostart over. On the player's next turn the player may discard all playednumber cards 90. The player's turn is then over. By starting over theplayer may have a better chance of catching the fish. It will only costthe player one turn.

Once a fish is caught the player discards all playing cards 88 in frontof the player and discards the player's fish card 64. A new fish card 64is drawn from the fish card slot 40. At the conclusion of a player'sturn, the player will have six playing cards 88 irrespective of whetheror not the player is involved in making a run by playing number cards 90or plays a single playing card 88 elsewhere.

Fishing license cards 102 protect a player from game wardens. Gamewarden cards 108 are given to opposing players by playing the gamewarden card 108 in front of the opponent. A player plays a fishinglicense card 102 on himself or herself. The penalty for catching a fishwith the game warden card 108 present is termed a “weigh in.” Standardfishing license cards 104 protect standard fish species only. Premiumfishing license cards 106 protect standard and premium fish species.Panfish and rough fish do not need to be protected from game wardens. Ifthere is no game warden present on the catch, then there is no “weighin.” The only time that a “weigh in” occurs is when a game warden ispresent and the player does not have the proper license.

To conduct a “weigh in” a player rolls the dice 47. The number rolledmust match or be higher than the point value of the fish. If it is lowerthan the point value, then the angler must take the dice roll value asthe player's points. The following table shows the value of pointsawarded for various dice rolls and fish point values 80: Dice Roll FishPoint Value Player's awarded points after “weigh in” 2 7 2 4 8 4 6 6 6 98 8 11 7 7

If a player's catch is worth 8 points, then the player must roll an 8 orhigher. If the player rolls lower than an 8, the player collects thedice roll value as a penalty.

Game leaders should be given game warden cards 108. This will help theother players to catch up on the score sheet. Fishing license cards 102should be put out early. It is unwise for a player to wait for a gamewarden to show up before a fishing license card 102 is put out. Thatgame warden card 108 could have been played on another player.

Bogus bait cards 120 are given to an opponent, while bonus bait cards110 are played in front of the player playing the card. When a bonusbait card 110 has been played, the player can play two baits on theplayer's bait board 50. However, one of the baits must be from the groupof baits associated with that bonus bait card 110. The groupings areshown on the bait board 50 by the bait group label 54. For example, thebait group label 54 “trolling” on the bait board 50 indicates thefollowing baits: crankbaits, spinners, spoons and plugs. Therefore, if aplayer plays the trolling motor bonus bait card 118 in front of theplayer, the player may select one of the following as the player'ssecond bait on the player's bait board 50: crankbaits, spinners, spoonsand plugs.

When a bogus bait card 120 has been played on a player by an opponent,the player cannot use bait from that group. For example, if the “deadtrolling motor” bogus bait card 128 has been played in front of aplayer, the player may not select crankbaits, spinners, spoons or plugsas the player's bait on the player's bait board 50. If a player happensto have both related bait cards (i.e. live bait 112 and lost 122), thosecards simply offset each other. The offsetting cards are not discarded.

A master angler card 132 may be played in front of a player. This givesa player two advantages. The player can discard any playing cards 88which have been played in front of the player, with the exception of thesnag card 140. If a player having a master angler card 132 in front ofthe player is snagged by an opponent playing a snag card 140 in front ofthe player, the player is given two dice rolls, instead of one, whendetermining the player's snag fate as described below. The player maypick the better of the two rolls.

A player may play a fishing guide card 134 in front of the player todetermine what fish are biting. When this card is played, the player canlook at the top color card 72 of the color card slot 38 where thatplayer is positioned. Therefore, the player will know in advance thepossible fish 78, bait designator 76 and point value 80 combinations 82which may result from a catch. The player can look at the color card 72after the card is played and before every future turn, as long as thefishing guide card 134 remains showing.

After a player plays a wildlife card 136 in front of himself or herself,the player may pick any available target fish. This is accomplished bythe player looking at all fish cards 64 within the fish card slot 40 andselecting a desired fish card 64. The player's prior fish card 64 isdiscarded.

Snag cards 140 are given to a player's opponent. They may only be playedon a player's number card 90 pile. If an opposing player does not have anumber card 90 showing, then the snag card 140 may not be played on thatplayer. One sure way of avoiding a snag is for a player to make aperfect run. A perfect run occurs when a player plays number cards 90 1through 6 during one turn. If a player does get snagged, when it comesaround to the player's turn the player rolls the dice 47 to determinethe player's fate. The player's fate is determined as follows: Dice RollFishing fate 2 Accident. Lose all cards 88. Move boat to dock 33(starting area 32). 3 Snagged weeds. Lose all cards 88. Move the boat tothe lowest ranked color. Lose all cards 88. 4 Caught garbage. Lose allcards 88. 5 Unlawful fishing. Lose number cards 90. Lose fishing license102. 6 Snap! He got away. Lose number cards 90. 7 Roll the dice 47again. 8 Broke free. Remove snag card 140. 9 It's still on. Remove snagcard 140 and take your turn. 10 Caught the fish. 11 Caught trophy(target) fish. 12 Caught master angler trophy fish (equivalent toplaying a master angler card and catching a trophy (target) fish).

If a 3 is rolled and the player is on a white color card 72, the playermoves his or her game piece 142 to the next highest color. The colorsare ranked from worst to best as follows: white, brown, green, yellow,red and blue. Generally, the higher ranked colors provide for higherpoint values 80.

A player may not change bait after the dice 47 are rolled. An exceptionoccurs if a 12 is rolled.

Game Variations

One variation of the game involves the determination of the number ofpoints awarded for catching a target panfish. This would occur when aplayer catches a panfish which matches the player's fish card 64.Instead of doubling the point value for catching the target fish, theplayer gets a stringer of fish. If a player were to catch a targetbluegill, the player would be awarded the point value for that fish plusall other bluegill on that particular color card 72. For example, aplayer may catch a fish with a white color card 72 having the followingbait designator 76, fish 78 and point value 80 combinations 82: Bluegill1 L Bluegill 2 F Bluegill 3 C Crappie 3 B Crappie 3

If the player's target fish were a crappie, the player would be awardedsix points. If the player's target fish were a bluegill, the playerwould be awarded six points. The stringer rule would be good for panfishonly.

1. A fishing board game comprising: a game board having a starting area,a plurality of color card slots for holding color cards and at least onefishing hole associated with each color card slot; a plurality of fishcards, each said fish card designating a fish, for identifying aplayer's target fish and enhancing points associated with that fish oncolor cards; a plurality of colored color cards, each said color cardhaving a plurality of bait designator, fish and point combinations andeach said color card having a fish and point combination not associatedwith a bait designator; a plurality of bait boards for assignment toplayers, each said bait board having a plurality of labeled groupedbaits, each said bait within said grouped baits being associated with abait designator for associating the bait with fish and pointcombinations on the color cards and each said bait within said groupedbaits being associated with a bait selector for selecting the bait onthe bait board; and a plurality of playing cards comprising number cardsfor catching a fish designated on a color card.
 2. The fishing boardgame of claim 1, wherein the number cards are comprised of cardsdisplaying at least one number.
 3. The fishing board game of claim 1,wherein the fish associated with each bait designator, fish and pointcombination on the color cards of each color is selected from a group offish having similar desirability and preferred foods.
 4. The fishingboard game of claim 2, wherein the fish associated with each baitdesignator, fish and point combination on the color cards of each coloris selected from a group of fish having similar desirability andpreferred foods.
 5. A fishing board game comprising: a game board havinga starting area, a plurality of color card slots for holding colorcards, a fish card slot for holding fish cards, a playing card draw slotfor holding unplayed playing cards, a playing card discard slot forholding discarded playing cards, a dice bubble for containing andrandomly rolling a pair of dice and at least one fishing hole associatedwith each color card slot, each said fishing hole being shaped and sizedto securely hold a game piece; a plurality of fish cards, each said fishcard designating a fish, for identifying a player's target fish andenhancing points associated with that fish on color cards; a pluralityof colored color cards, each said color card having a plurality of baitdesignator, fish and point combinations and each said color card havinga fish and point combination not associated with a bait designator; aplurality of bait boards for assignment to players, each said bait boardhaving a plurality of labeled grouped baits, each said bait within saidgrouped baits being associated with a bait designator for associatingthe bait with fish and point combinations on the color cards and eachsaid bait within said grouped baits being associated with a baitselector for selecting the bait on the bait board; a plurality ofplaying cards comprising: number cards for catching a fish designated ona color card; a plurality of name cards comprising: a plurality of gamewarden cards for impairing an opponent's ability to accumulate points; aplurality of fishing license cards for neutralizing the game wardencards; a plurality of bonus bait cards for permitting a player to selectan additional bait on the bait board assigned to that player; aplurality of bogus bait cards for inhibiting an opponent's ability toselect baits within a bait group on the opponent's assigned bait board;and a plurality of snag cards for impairing an opponent's ability tocatch a fish by playing the number cards; a plurality of game pieces fordesignating each player's position on the game board, each said gamepiece being sized and shaped to fit within a fishing hole; and a pair ofdice enclosed within the dice bubble for generating random numbers. 6.The fishing board game of claim 5, wherein the number cards arecomprised of cards displaying at least one number.
 7. The fishing boardgame of claim 5, wherein the fish associated with each bait designator,fish and point combination on the color cards of each color is selectedfrom a group of fish having similar desirability and preferred foods. 8.The fishing board game of claim 6, wherein the fish associated with eachbait designator, fish and point combination on the color cards of eachcolor is selected from a group of fish having similar desirability andpreferred foods.
 9. The fishing board game of claim 1, wherein each saidfish card contains a picture of the fish designated by that fish cardfor educating a player as to the physical appearance of the fish. 10.The fishing board game of claim 1, wherein each said fish card containsa habit description of the fish designated by that fish card foreducating a player as to a habit of the fish.
 11. The fishing board gameof claim 5, wherein each said fish card contains a picture of the fishdesignated by that fish card for educating a player as to the physicalappearance of the fish.
 12. The fishing board game of claim 5, whereineach said fish card contains a habit description of the fish designatedby that fish card for educating a player as to a habit of the fish.